Warded Conductor

Paladin / Necromancer / Enchanter

A tank-and-support shell built around a caster core.

Tier A Score 83 Rock-solid solo trio D4-capable

Role coverage

Tank
67%
Heal
33%
DPS
71%
Utility
81%
D4-capable baseline. This trio has a tank, healing, and a slow, the core checklist for pushing into higher-difficulty (D4) content. EQL is new and soloable by design, so treat this as a green light to experiment, not a guarantee.

Strengths & watch-outs

✔ Strengths
  • A real plate tank (Paladin) to hold aggro and eat the big hits.
  • Hybrid healing and lifetaps give you real sustain without a pure healer.
  • Solid damage to push kills at a good pace.
  • You bring a slow, the single most valuable tool against tough single targets.
  • A pet (Necromancer) adds a second body to off-tank, add damage, or pull.
⚠ Watch-outs
  • Few real weaknesses, a well-rounded, forgiving trio with an answer for most situations.

How it plays

Lead with Paladin to grab and hold aggro while the fight sets up. Necromancer carries most of your damage; focus-fire one target down rather than spreading hits. Paladin patches you up between pulls; without a dedicated healer, respect your downtime. Use your crowd control to peel adds and turn bad pulls into manageable ones.

Suggested AA focus

From your Paladin
Unbound Life, Innate healing potency.
Improved Lay on Hands, Lay on Hands becomes a full heal.
From your Enchanter
Gather Mana, Recover a huge amount of mana almost instantly.
Permanent Illusion, Illusions persist through zoning.
From your Necromancer
Lifeburn, Unresistable damage equal to your current HP.
Cannibalization, Convert HP into a large chunk of mana.

Signature class abilities worth prioritizing. Plan the full board on the AA guide, or wire it into a saved build in the Forge.

Gear direction

This trio wears Plate and Cloth. Stack AC and HP on your tank first. Melee want haste and DEX (for procs) once the basics are covered. Casters and priests want mana, their casting stat, and any focus effects. See the gear-by-class guide and weapon guide for the specifics.

The score is a role-coverage rating (tank, healing, damage, utility), the same math the Build Forge uses. The tier layers in endgame readiness: S-tier is reserved for D4-ready builds (a tank, healing, and a slow), so an elite all-rounder that lacks a slow tops out at A. A lower tier doesn't put D4 out of reach, though, gear, resists, and +10 upgrades close the gap; the tier just reflects how much the build does for you out of the box. It's a model, not live parse data, so treat tiers as a starting point and confirm what works in-game. The level cap is 50.

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